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Why Do You Hate An RPG System?
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<blockquote data-quote="lordabdul" data-source="post: 7909826" data-attributes="member: 6994956"><p>With my previous group (who really liked GURPS), they didn't do it that way. First, at character creation, they felt incentivized to make complex personalities (as opposed to being "forced to take 3 flaws" or something like that) in the form of point credits to spend on other stuff. During play, most of the time, they didn't roll for their disadvantages, they just played the character that way because <em>that's the character they created and wanted to play anyway</em>. They basically saw their advantages as a "roleplaying promise" that rewards you in the form of being better at firing guns or performing surgery. The only times they would roll would either be when they weren't sure how to play it (so it effectively acted as a guide, rather than as something forcing you to act a given way), or when it's a disadvantage that's basically not any different from any other "<em>let's see if you're affected by this</em>" mechanic (like CON rolls for poison or SAN rolls for monsters). They liked it because they felt more of the character's behaviour was under their control, as opposed to something the GM throws onto you like compels or intrusions and such.</p><p></p><p>Personally I like both GURPS and FATE, and I know several people active on the SJGames forums are the same, where FATE is perceived like a lightweight/narrative alternative to GURPS, and people end up playing both depending on the group and adventure at hand.</p></blockquote><p></p>
[QUOTE="lordabdul, post: 7909826, member: 6994956"] With my previous group (who really liked GURPS), they didn't do it that way. First, at character creation, they felt incentivized to make complex personalities (as opposed to being "forced to take 3 flaws" or something like that) in the form of point credits to spend on other stuff. During play, most of the time, they didn't roll for their disadvantages, they just played the character that way because [I]that's the character they created and wanted to play anyway[/I]. They basically saw their advantages as a "roleplaying promise" that rewards you in the form of being better at firing guns or performing surgery. The only times they would roll would either be when they weren't sure how to play it (so it effectively acted as a guide, rather than as something forcing you to act a given way), or when it's a disadvantage that's basically not any different from any other "[I]let's see if you're affected by this[/I]" mechanic (like CON rolls for poison or SAN rolls for monsters). They liked it because they felt more of the character's behaviour was under their control, as opposed to something the GM throws onto you like compels or intrusions and such. Personally I like both GURPS and FATE, and I know several people active on the SJGames forums are the same, where FATE is perceived like a lightweight/narrative alternative to GURPS, and people end up playing both depending on the group and adventure at hand. [/QUOTE]
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